DUNGEON®M AGAZINE ANNUAL The Best of D&D InsiderTM CRED1TS Design Cover Illustration Logan Bonner, Bruce R. Cordell, Brian R. James, Steve Argyle Ari Marmell, Mike Mearls, RobertJ. Schwalb, Chris Sims, Rodney Thompson Graphic Designers Leon Cortez, Robert Jordan Development Mike Mearls, Stephen Radney-MacFarland, Interior Illustrations Peter Schaefer, Stephen Schubert, Chris Sims Rob Alexander, Dave Allsop, Matt Cavotta, Eric Deschamps, Empty Room Studios, Izzy, Editing Mike Krahulik, Scott IKurtz, Ron Lemen, Damien M, Miranda Horner William O'Connor, Wayne Reynolds,John Stanko, Francis Tsai, Sam Wood, Ben Wootten Additional Editing Jennifer Clarke Wilkes Cartographer Jason A. Engle, Kyle Hunter, Sean Macdonald, Mike Schley Managing Ed iting Torah Cottrill Publishing Production Specialist Christopher Tardiff Editor-in-Chief, Dun8eonTM magazine Chris Youngs Prepress Manager Jefferson Dunlap Director of D&D R&D and Book Publishing Bill Slavicsek Imaging Technician Carmen Cheung D&D Creative Manager Christopher Perkins Production Manager Cynda Callaway Senior Art Director Jon Schindehette Game rules based on the original DUNGEONS & DRAGONS'"' rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zebu Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620-25031720-001 EN U_S., CANADA, ASIA, PACIFIC, & EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 LATIN AMERICA Hasbro UK Ltd Industdalaan 1 First Printing: May 2010 Wilards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden ISBN: 978-0-7869-5200-7 P.O. Box 707 Newport. Gwent NP9 OYH Belgium Renton WA 98057-0707 GREAT BRITAIN +32 .070.233_277 +1-800-3 24-6496 Please keep this address for your records DUN GEO NS & DRAGONS, D&O, dl0, d20 System, WI ZARDS OF THE COAST, EB ER RO N, Player's Handbook, Dunaeon Muster's Guide, Dun8con Master's Guide 2, MomaerManual, 0&0 Insider, FORGOTTEN REALMS Player's Guide, FORGOTTEN REALMS Campaia" Guide, Adventurer's Vaule Keep on the Shadow/ell, Scepter Tower ofSpelfaord, Sarrow of th e 08re Kina. Arcane Power, Dunaeon magazine, OrolJon magazine, Seekers ofthe Ashen Crown, Monuol of (he Planes, 0&0 Miniatures, Dunneon Tiles, all other Wizard5 of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters and the distinctive likeness'es thereof are property of Wizards of the Coast Uc. This material is protected under the copyright laws of the United Stares of America. Any reproduction or unauthoriZf~d use of the material or artwork contained herein Is prohibited without the express written permission of Wizards of the Coast LLC. Any similarity to actual people, organizations. places, or events included herein is purely coincidental. Printed in the U.S.A. ©2010 Wl.lards of the Coast LLC. V1SlT OUR WEBS1TE AT WWW.W1ZARDS.COM/DND DUNGEON MAGAZINE ANNUAL It's a new world for the DUNGEONS & DRAGONS'" game. "Throne ofthe Stone-Skinned King," by Print and digital content live side by side. Magazines Logan Bonner. Dun8eon #166: page 60. The Scales and game supplements are complemented by a suite ofWar adventure selected for this compilation is for ofelectronic tools intended to enhance the play expe 15th-level characters, the heart ofthe paragon tier. rience ofplayers and DMs alike. And we're releasing Logan takes the heroes into the insanity of a fomo the book you hold in your hands: our second D&D rian king's lair in the Feywild, where they must also Insider~ compilation. contend with the most insidious ofthreats: Tiamat's This supplement contains adventure material shapeshifting green dragon exarch. A combination from Dun8eon® magazine, our digital magazine that oftense negotiation and thrilling combat, this adven provides DMs with monthly support content. Inside ture was also the first place where we revealed that this book, you'll find a total of five adventures span Tiamat was the tiber-threat ofScales ofWar. ning two campaign settings and over twenty levels "Storm Tower," by Christopher Perkins. Dun of play. Although Dun8eon also includes articles, 8eon #166: page 111. What compilation ofDun8eon we stuck to adventures here for a couple ofreasons. adventures would be complete without a contribution First ofall. the selection window for this book (from from Dun8eon's most prolific author? This 3rd-level the launch of4th Edition through September 2009) adventure is also unique because it was originally run ended just before the first Dun8eon feature article for the power-gaming quartet ofScott Kurtz (from appeared. More importantly, while Dun8eon is the PvP), Mike Krahulik and Jerry Holkins (of Penny home ofall things DM-related, we know that first and Arcade), and Wil Wheaton. The adventure also fea foremost, this magazine is still the ultimate home tures the amazing illustrations of Mike Krahulik. for DUNGEONS & DRAGONS adventures. We wanted to "Heart of the Forbidden Forge," by Luke recognize that here. Johnson. Dun8eon #167: page 129. An EBEHRON As I looked at each ofthe adventures we published adventure for 7th-level characters caps off the Dun in our first year plus, I realized what a tough job it 8eonAnnuai. Two words: warforged dragon. When would be to narrow my choices to a mere 160 pages. Luke first proposed this, I remember visiting the desk My first selections resulted in almost 400 pages of ofDesign Manager James Wyatt. "Can we do this?" I adventures, and I had to come up with a way to narrow asked. "A warforged dragon?" His face lit up, and his the field: I wanted an adventure from each tier of play. answer should be apparent by now. Perhaps the most I wanted at least one adventure from each ofour two innovative villain in the book is ready to rock the currently published campaign settings, EBEHHON@a nd world ofany adventurers who get in its way. Even if the FORGOTTEN REALMS®. Finally, I wanted something you don't usually play in the EBERRON setting, I think from the Scales ofvVar adventure path. you'll find this adventure as fun as they come. At the end ofthe day, after my managing editor Honorable mentions go out to a few other adven gently informed me that I couldn't double the size of tures that we couldn't shoehorn into this book. the book, we put together the following list. "Haven ofthe Bitter Glass" (http://www.wizards. "Menace of the Icy Spire," by Sean Molley, com/d nd/Article.aspx?x=d nd/d uadp/2009Ma rch) Dun8eon #159: page 4. Our first adventure takes and "Rescue at Rivenroar" (http://www.wizards. place in the FORGOTTEN REALMS and challenges 2nd comlDnD/Article.aspx?x=dnd/duadp/20080711) level characters. Set near Loudwater, the sample town were both outstanding Scales ofWar adventures from presented in the FORGOTTEN REALMS Campai8n Guide, Dun8eon's first year, and "Last Breath ofAshenport" it features everything that makes a short, low-level (http://www.wizards.com/DnD/Article.aspx?x=dnd/ dungeon crawl memorable. You have classic monsters duad/20080729) proved that a little Lovecraftian (goblins with a twist), an unexpected villain, and horror in your game makes for an amazing experi some fun noncombat challenges to handle. ence at the table. "Winter of the Witch," by Stephen Radney It's a privilege to work on the DUNGEONS & DRAGONS. MacFarland. Dun8eon #161: page 23. We follow game each day, and a privilege to continue to have the our lowest-level adventure with our highest, for 22nd fires ofmy imagination stoked by such great adven level characters. This is the only epic adventure you'll tures each month. I hope you find the offerings in this find in this supplement, and one ofonly a handful supplement to be as inspirational in your games as I we've produced so far. But even in hadn't wanted to do, and that you visit us at D&D Insider to see all the include an epic adventure in this product, I would other adventures and articles we have, ready to make still have picked "Winter ofthe Witch." Wayne Reyn· your game as exciting as possible. olds' art, combined with the terror inspired by the Witch herself, makes for (no pun intended) a chilling -Chris Youngs experience. CE 0 HE An adventurefor 2nd-level characters by Sean Molley illu~frati{lm by Hob \/t!.\llnlil'r. lkn \\'oot/w alld HUrl Lelllni • ClIrttlwaphJ b) Kyle llunter BACKGROUND "Menace ofthe Icy Spire" is a DUNGEONS & DRAG' ONS'" adventure for five characters of2nd level. The adventure is set in the FORGOTTEN REALMS® setting About 30 years ago, a dwarfwarlock named Draig near the town ofLoud water in the Gray Vale. This durroch came to the Gray Vale. Draigdurroch adventure is designed to work well with the sample was part ofa cabal ofwarlocks, and his particular adventures found in Chapter 1 of the FORGOTTEN research dealt with the creation of new types of REAI.MSflJ Campaign Guide. In particular, this adventure e1dritch pacts. He believed that the Dire Wood makes an excellent sequel to Barrow ofthe Ogre King"', contained a particularly potent source ofuntapped which introduces Loudwater and the surrounding energy-the remains ofa failed deity. Thousands of area along with several NPCs who would make ideal years before the Spell plague, a Netherese city called patrons for sending the PCs on this adventure. How Karse stood in the area, and the demigod Karsus was ever, it is not necessary for the characters to have its patron. Karsus tried and failed to ascend to full visited Loudwater previously. godhood, dying in the process, and his city (along with the rest ofthe ancient Empire ofNetheril) fell Menace of the Icy Spire not long thereafter. Draigdurroch's research sug the Dire Wood. Rumors even tell of blizzards in Mid gested that the petrified remains ofKarsus yet lie summer! Some claim it is the work ofevil faeries, but beneath the forest's heart. Draigdurroch hoped that the town's leaders believe that a more likely source of he could tap into the latent energy that Karsus had the problem is Draigdurroch Tower. No one has seen accumulated and use it to power his new pact. The or heard from Draigdurroch in 30 years, and the dwarfwarlock built a tower about a mile outside the tower's cursed history is well known. The PCs find Dire Wood and began his experiments in earnest. a reasonably detailed map of the area and set out to Draigdurroch's hunch turned out to be correct. investigate the tower. A powerful nexus of magical energy is beneath the The adventurers' first challenge is the magically heart ofthe Dire Wood. However, the fey spirits that altered weather. The ice warriors have manipulated dwell within the Dire Wood have long been aware the magic of the fey gemstone and have created a ofhow dangerous the remnants ofKarsus could be if powerful snowstorm to shroud the area around the the demigod's power fell into the wrong hands. They tower. The PCs must overcome a skill challenge have appointed themselves as guardians to ensure to navigate the treacherous wintry hazards. Their that no one tampers with the failed deity's resting success or failure in this challenge determines place. When Draigdurroch's efforts began to bear whether they are in a favorable position when they fruit and the dwarf warlock drew upon the latent are ambushed by goblins during a break in the echoes ofKarsus's power to form a dark pact, the fey storm. These goblins have been frost-touched by approached him and warned him to cease his med the corrupted fey magic, giving them some unusual dling. The warlock was confident in his powers and cha racteristics. ignored the warning. For his temerity, the fey pun After defeating the frost goblins and overcoming ished him. Draigdurroch was imprisoned within the the storm, the PCs arrive at the tower, which is a Feywild and his tower was sealed in a block ofmagic three-story structure carved with images ofdemons ice as a warning to others. The fey set a powerful and devils (in honor ofDraigdurroch's original infer gemstone holding a spirit ofwinter to act as the key nal pact). The cocoon ofice is still intact, so the PCs stone holding the icy barrier. need to find a way to break through before they can The ritual enacted by the fey was designed to enter the tower. When they do, however, they trigger have a limited area ofeffect-Draigdurroch's tower some of the tower's original defenses, and some of the was encased in ice, but the surrounding lands were carvings and statues animate and attack. not supposed to be affected. Unfortunately, such a Inside the tower, the PCs discover that everything powerful spell cannot go unnoticed forever. Draig is perfectly preserved, as if the warlock had just durroch's tower contains several small rifts to the stepped out an hour ago. Frost covers every surface, Elemental Chaos that he had created as part of his but the furnishings and contents ofthe tower are arcane research. Recently, a group ofice warriors intact. The ice warriors attack from all sides in a run discovered one ofthese rifts, drawn by the strength of ning battle that spans two floors of the tower. The the cold energy emanating from the gemstone. They PCs must deal not only with the main group of war have taken up residence in Draigdurroch's tower, riors inside the tower, but also with reinforcements finding it a most hospitable environment thanks to that are coming from the Elemental Chaos through the perpetual layer of ice. The warriors have begun small rifts in the fireplaces. to modify the ritual that the fey created, increasing Once the warriors have been dealt with, the PCs its power and spreading the effects of the magic frost can ascend to Draigdurroch's study, where they find over a larger area. Ifthey are not stopped, a perma his research notes and rituals, along with a trap that nent winter will come to the entire Gray Vale. he left to protect his belongings from intruders. Here they discover the truth about the warlock's efforts to ADVENTURE SYNOPSIS tap into the power ofthe failed deity Karsus. This pro vides a way for you to introduce the dark pact warlock (from the FORGOITEN REALMS(~ Player's Guide) to your This adventure occurs after Midsummer but before campaign, ifyou are so inclined. The PCs can also the end ofHighs un . Over the last several weeks, Jearn that Draigdurroch was part ofa larger cabal of temperatures in the Gray Vale have been dropping to warlocks, so his research might not have ended when levels that would not normally occur until after High the fey cursed him and sealed the tower. harvesttide. The area has not become too dangerous At the top ofthe tower, the PCs discover the true for travelers yet, but from all indications, winter is source of the unnatural weather. The ritual of winter coming several months early. If that occurs, the crops is feeding on itself and growing more powerful by the will freeze and die before they are ready to be har day. The only way to stop it is to destroy the gemstone vested, putting the entire area's food supply at risk. that acts as the focus for the ritual. However, when The PCs can find little information in Loudwater. the adventurers attempt to interfere with the gem However, local woodsfolk report that the cold temper stone, its guardian creature emerges and attacks. atures appear to be more pronounced in the area of Menace of the Icy Spire ADVENTURE: HOOKS from afar have borne little fruit. Despite that, he has ascertained that a powerful magical aura definitely The adventure assumes that the PCs are either emanates from an area near the Dire Wood. Like based in Loudwater or have come to the town for Lady Moonfire, Curuvar is interested in Draigdur some reason. The primary hook is that the PCs are roch Tower and asks the PCs to bring him anything asked to investigate the unnatural weather before it they discover that might pertain to the warlock's becomes a serious problem. The PCs might already arcane research. be known to some or all the prominent citizens of Loudwater, but even ifthis is their first visit to the "By Mystra's lost spell, I'm certain that the tower must town, they are still the obvious choice to investigate be connected to this somehow. Nobody knows what that the early onset ofwinter. For more information about dwarfDrai8durroch was researchin8 or what tri88ered Loudwater, see Chapter One of the FORGOTTEN REALMS the calamity that encased his tower in 11U18ic ice, but any Campaign Guide. time powerful 11U18ic is involved, these events have a way The local farmers are petitioning Lady Moonfire, ofspiralin8 out ofcontrol It appears the Dire Wood is the civic leader ofLoudwater, and Brother Griffon, drawin8 a lot ofattention these days. Even ifthe tower the head ofthe temple ofSilva nus, to find out what's isn't the source ofthe problem, perhapsYOIl canfind a due going on. Evil magic was suspected, as it usually amon8 the warlock's notes or possessions. It's hi8h time is in these sorts ofcases, which led to the involve· someone investi8ated all the ancient secrets in this area ." ment of Curuvar the Brazen, Loudwater's resident wizard. Any or all these three could ask or hire the Brother Griffon: The head ofthe local temple ofSil PCs to help. vanus, Brother Griffon is a stout human ofUthgardt Lady Moonfire: As Loudwater's civic leader, the descent. Although winter is a natural part ofthe cycle half-elf Lady Moonfire is responsible for the town's ofthe seasons and therefore not bad in and ofitself, protection. She has been getting an earful from the its early arrival is clearly a perversion ofthe natural local farmers, who are concerned about the early order and as such it is ofgrave concern to the Forest onset ofwinter. Ifthe harvest fails, then the entire Father. The balance between the seasons must be Gray Vale will have a lean winter. preserved. Brother Griffon can introduce the PCs to either Lady Moonfire or Curuvar the Brazen, if Read the following: necessary. "We would be inyour debt ifyoufind the source ofthis Rumors and Stories: The PCs could get involved unnatural winter,"says Lady Moonfire. "ifconditions in Loudwater's troubles through any ofthe various continue as they have, the crops will die in thefields and local residents who have encountered the effects Loudwater's next Deadwinter Day will be a lot more than ofthe unnatural weather. An evening spent in the symbolic. I su88est you start by investi8atin8 Drai8durroch Green Tankard yields all sorts of rumors and wild Tower, near the Dire Wood. Considerin8 the tower's speculation. Fanners are worried about their crops, history, I can't Ima8ine this cold is a coincidence. I'm sure which might freeze in the fields before the harvest that CUTUvar can tellyou more. Honestly, thirty years is comes in; woodsfolk tell stories offreak snowstorms far too Ions to wait-someone should explore that tower occurring in the middle ofthe day and then vanish anyway. I'm sure it will be a 8rand adventure!" ing as if they were never there; hunters spread tales ofstrange, blue-skinned goblins lurking around Because she is a warlock, Lady Moonfire has long the outskirts ofthe Dire Wood. Everyone has a pet been interested in Draigdurroch Tower for her own theory about what or who is behind the problems, but purposes. She knows everything in the Adventure mainly, the common folk are just worried. Background up to the pOint where Draigdurroch Travel Interrupted: Ifthe PCs have no ties to disappeared. She did not know the dwarfperson Loudwater and you just want to use the tower as a ally, but he was reputed to own quite a collection of stand-alone adventure site, you could consider start magic tomes. Thus, in addition to hiring the PCs to ing the adventure with the PCs traveling through the determine ifthe tower is indeed the source ofthe Gray Vale on unrelated business, when suddenly they early winter, Lady Moonfire also asks them to bring are struck by the powerful magic blizzard. Because her any ritual books or other magic tomes that they ofthe corrupted fey magic, every attempt that the discover. PCs make to free themselves ofthe storm leads them Curuvar the Brazen: Loudwater's resident around in circles, back toward Draigdurroch Tower. wizard is a middle-aged human who is normally The only way for the PCs to escape the trap they are suspicious ofstrangers. However, Curuvar is under caught in is to make their way to the tower and find a lot ofpressure to do something about the change out what is causing the unnatural weather. in the weather, since it is presumed to be caused by evil magic. He is not the adventuring type, and his own efforts to discover the source ofthe problem Menace of the ley Spir e JOURNEY TO THE QUESTS THE TOWER While on this adventure, the PCs can try to fulfill two quests_ The minor one could be accomplished as the PCs seek to fulfill the major one regarding the Although nobody now living in town has ever been to the tower, many have a good idea ofits approximate weather issue. Major Quest-Fix the Weather location, about a mile east ofthe edge ofthe Dire Discover the source of the unnatural early onset of Wood. It's less than a day's travel to reach the tower winter and remove it so that the seasons return to from Loudwater, so the PCs should not need to make normal. Lady Moonfire rewards the PCs with 500 camp along the way. However, given the situation, gp on behalf of the grateful citizens of Loudwater for they might want to prepare for cold weather. Loud· completing this quest. water has a general store and an apothecary who can Reward: 625 XP and 500 gpo supply all the basics. The PCs might also think to Minor Quest- Find Draigdurroch's Research cast the Endure Elements ritual on themselves, or ask Bring Draigdurroch's ritual books and his research either Lady Moonfire or Curuvar the Brazen to cast it notes to either Lady Moonfire or Curuvar the Brazen. for them. Either NPC is willing to pay up to 100 gp for these items. )1. THE B LIZZARD Reward: 125 XP per character, plus 100 gp per As the PCs depart Loudwater, read the item retrieved. following: The Gray Vale is beautiful in the late summer, althou8h a pronounced chill in the air even durin8 what should be the hottest part ofthe day indicates that somethin8 is definitely Primary Skills: Acrobatics, Arcana, Athletics, amiss with the weather. TheJirst few hours ofyourjourney History, InSight, Nature, Perception. pass unevenifully, but as you travel throu8h tlle forest, the Acrobatics (DC 10): A character helps guide the temperature drops steadily. A sharp wind carries with it the party over hazards such as icy patches ofground and promise of winter, even thou8h the leaves have not be8un through sudden gusts ofwind that would otherwise their annual autumn chan8e. knock party members offtheir feet. A failure with More time passes, until finally you catch si8ht of this skill costs the character 1 healing surge. the stark whitewood ofthe albino trees that mark the Arcana (DC 15): The character senses the direction boundary ofthe Dire Wood.Drai8durroch Tower should be from which the arcane energy powering the storm within afew miles of here. However, none ofthe landmarks flows and can work backward from the flows of indicated on your map are visible for reference. The magic to get a sense ofthe tower's location. The first horizon is shrouded by a blanket of solid white. A cold f08 time a character earns a success with this skill, he or appears to issuefrom dIe very heart of the dark forest and she also recognizes the fey nature of the magiC, which snowfl akes be8in to fall from the steel-8ray sky. The way opens up the use of the InSight skill (see below). ahead is qUickly obscured, as is the way you havejust come. Athletics (DC 10): A character helps force a way through the storm using brute strength-breaking a path through a snow drift, moving fallen trees or THE BUZZARD jumping over them, and so forth. A failure with this The storm's intensity continues to rise minute by skill costs the character 1 healing surge. minute until the PCs are caught in the middle ofa History (DC 10): A character recalls a speCific blizzard. To find their way through the driving snow, detail about the location ofDraigdurroch Tower or they must succeed On a skil1 challenge. discovers a unique landmark that helps orient the The PCs must survive the harsh conditions while group and guides them along the right track. Only 1 staying on the right path to reach Draigdurroch success can be gained in this way. Tower. They use their skills and knowledge to choose [nsiBht (DC 10): This skill cannot be used until it the right direction and protect themselves against the has been unlocked by a successful Arcana check. storm's hazards. Because this storm is partially the result offey magic, Because the storm is in some sense attacking the some ofits effects are illusory. A character who suc characters as they travel, this challenge proceeds ceeds on an Insight check recognizes some of these in hours. Each PC must make an Endurance check illusions and can help the group avoid traveling in every hour, and each PC can also attempt one other circles, prevent them from choosing paths that look check each hour. safe but are dangerous, and so forth. Level: 2 (XP 375) Complexity: 3 (requires 8 successes before 3 failures). Menace of the Icy Spire Nature (DC 5): A character relies on knowledge of additional healing surges, and they emerge in a favor the area, an ability to study terrain, an innate sense of able position before the goblin ambush. direction, and wilderness survival skills to help lead Failure: Ifcharacters earn 3 failures, they survive the group through the blizzard. the storm, but each character loses 2 healing surges Perception (DC 15): A character relies on keen to represent the beating he or she takes from the senses to look for safe paths, avoid hazards, spot gaps blizzard, and the characters are in an unfavorable in the swirling storm, and otherwise help guide the position when the goblins attack. group through the storm. Secondary Skills: Endurance, Heal. DEVELOPMENT Endurance (DC 10): Every character must attempt an Endurance check every turn (representing 1 hour As the unnatural blizzard subsides, the PCs can of exposure to the storm) to resist the chill winds and see that the area surrounding the tower for several other hazards ofthe blizzard. This gives no successes miles is covered with ice and snow, a preview ofthe toward the skill challenge. Failure means the char fate that awaits the rest of the Gray Vale. Visibility is acter loses a healing surge, but it does not count as a limited, but they can make out a stark gray silhou failure in the overall challenge. Characters who are ette on the horizon some distance away. They still protected by the Endure Elements ritual or who have have a few hou rs ofdaylight left, and even if they lost innate cold resistance gain a +5 bonus to these checks healing surges to the blizzard and decide to make (they are not immune, because some ofthe cold is camp, it's clear that doing so is risky, since another, magical). Success means the character tolerates the stronger storm could come along at any moment. The weather conditions. best course ofaction is to proceed to the tower. (If Heal (DC 10): The character helps another char· they turn back to Loudwater at any point, they have acter deal with the extreme weather conditions. A to overcome another blizzard the next time they try character who has not attempted to use another skill to retrace their steps to the tower, and each storm's (other than Endurance) during a turn can attempt intensity is greater than the last one: Increase the a Heal check if another character fails a skill check DCs ofall the skill checks by 1.) that would cause the loss ofa healing surge. If the Heal check is successful, the other character does not FROST GOBLIN AMBUSH lose a healing surge, but that character's failure still counts against the overall skill challenge ifit would Although the ice warriors have manipulated the otherwise have counted against the skill challenge. original ritual, the fundamental magic creating these The Heal check does not count as either a success or a unnatural snowstorms is still that of the Feywild, and failure in the overall challenge. as such it works in unexpected and mysterious ways. Success: If the characters earn 8 successes, they A few days ago, a tribe oflocal goblins was caught find their way through the storm without losing any in one of the sudden blizzards. Although many of WR1T1NG FOR ORGAN1ZED PLAY This adventure was written to serve a dual purpose. minutes of lead time before sitting down to play the ObViously, it was written for Dun8eonllO magazine and game. Convention sessions also run on tight schedules, needed to have broad appeal to any DM running a so you want to provide at least one adventure hook game in the FORGOTTEN REALMS campaign setting. At that allows the PCs to jump right into the action and the same time,l am deeply involved in the D&D Orga that doesn't assume the players have any background nized Play programs offered by Wizards of the Coast, knowledge about the setting. The "Travel Interrupted" as an administrator for the LIVING FORGOTTEN REALMS hook on page 6 offers a way to start this adventure campaign (for more details, visit the Events page on the without any setup other than that the adventurers are D&D webSite). So, I knew that Iwanted this adventure traveling through the Gray Vale when they get caught to be easily adapted to the LFR campaign. Writing for in a freak snowstorm. Of course, many RPGA players organized play changes the way you think about adven love roleplaylngjust as much if not more than combat, ture deSign. In particular, you cannot assume that the so I prOVided other hooks to appeal to these types of PCs will have any particular role or skill set covered. players, too. Many times, the players are meeting one another for -Sean Molley the very first time at a convention with as little as 15 Menace of the I cy Spire the goblins died, those who survived the storm were up the hills in a few places. but the terrain favors the subtly altered, becoming frost·touched. Their skin goblins. Ifnone of the PCs succeeds on a Perception gained a blue tint and they found themselves well check. the goblins gain a surprise round. The goblins adapted to their new environment. are all crouching down and have the advantage of As the PCs draw closer to the tower, they reach an elevation. area where several hills come together with danger· Perception Check ous ice between them. This is an ideal spot for an DC varies (active or passive, as appropriate; ambush. and the frost goblins are waiting. opposed by a goblin's Stealth check, and it has a Tactical Encounter: "Frost Goblin Ambush." +5 bonus): A80blin is crouchin8 down above you. page 9. Nature Check FROST GOBLIN AMBUSH DC 16 (trained only): These 80blins appear different from normal. Their blue skin is hi8hly unusual, and the fact that they are not dressedfor the cold weather indicates Encounter Level 3 (975 XP) that they have somehow adapted to the unnatural winter. They (Ire probably resistant to cold. SETUP When the goblins attack, read: 8 frost goblin cutters (C) 3 frost goblin sharpshooters (5) A mass of80blins leap up from the hills on both sides ofyou. Most of them brandish javelins and crude short 1 frost goblin hexer (H) swords, but a few ofthem wear better armor and carry crossbows. From the hi8hest vanta8e point, another iJoblin A group offrost·touched goblins has set up an dad in robes waves a rod and makes arcane 8estures. ambush in this location. Depending on how they fared in the skill challenge, the PCs come into the FEATURES OF THE AREA area in a more or less favorable pOSition. If the PCs succeeded on the challenge, they set up in the area Illumination: The light varies based on the time marked "A" on the map. If the PCs failed the chal ofday. lenge, they set up in the area marked "B" instead. Hills: The hills are at +10 foot and +20 foot eleva· In addition, this encounter also includes an area of tion as indicated on the map. Ramps of packed snow treacherous ice. lead up the sides of the hills in a few places; these are The goblins are positioned at a higher elevation. considered normal terrain. A character can also try to as shown on the map. Ramps ofpacked snow lead climb the sides ofthe hills. which are icy and slippery. A successful DC 10 Athletics check allows a character to climb at halfspeed (for example. it costs 4 squares ofmovement to climb up the side ofa lO·foot·tall hill). Ice Slick: The 4·by·4 square area indicated on the map is hindering terrain. Characters moving through this area are subjected to attacks by the treacherous ice (see its statistics block for details). The goblins aU have the ice walk ability and are not affected by the treacherous ice. Treasure: The goblins have a total of 50 gp among them. along with two potions ofhealin8. The hexer car· ries a +1 rod ofreavin8. Treacherous Ice Levell Obstade Haz,lrd XP 100 A sirek sheet oj ICe create) a hazardous obstacle. Hazard: This sheet of ice fills 16 contiguous squares. turning them into difficult terrain. Perception No check is necessary to notice the ice. Additional Skill: Nature + DC 15: The character identifies the squares of treacherous ice. Trigger The ice attacks when a creature enters or begins its turn in a square of treacherous ice. It also attacks when a creature stands up in a square of treacherous ice. Menace of the Icy Spire
Description: